System and method for providing virtual items to users of a virtual world

ABSTRACT

A shop interface is presented to users in conjunction with presentation of views of an online game, wherein the shop interface is configured to facilitate presentations to users of offers to sell virtual items usable within the game in exchange for consideration. In response to detecting that the online game is systematically unavailable to users, an alternative virtual shop interface is presented to users that is accessed over the Internet separately from the online game, and offers to sell the virtual times usable within the game are presented to users in exchange for less consideration than the offers to sell the virtual items through the shop interface presented in conjunction with the online game.

FIELD OF THE DISCLOSURE

This disclosure relates to providing virtual items to users of a virtualworld, and in particular, providing virtual items to users of an onlinegame when the online game is systematically unavailable.

BACKGROUND

Applications, including online games, may be systematically unavailable.Such systematic unavailability may include circumstances when theapplication is taken offline for routine maintenance (e.g., when theserver is taken offline) or when the application is unexpectedlyunavailable (e.g., when the application server crashes).

When applications are offline those applications cannot generate revenuefrom users. Additionally, some users may never return to theapplication, such as an online game, and the opportunity to generatefrom those users may be forever lost.

SUMMARY

One aspect of the disclosure relates to providing an alternative virtualshop interface to users of an online game that would be triggered by anindication that the online game is systematically unavailable. In thealternative virtual shop interface, users may purchase virtual items(e.g., virtual goods, virtual resources, virtual currency, and/or othervirtual items) usable within the online game. The alternative virtualshop interface may be accessed separately from the online game. Forexample, the alternative virtual shop interface may be accessed througha separate server from the online game. The alternative virtual shopinterface may be provided when the online game server is systematicallyunavailable. For example, the online game server(s) may be unavailabledue to being taken offline for maintenance, when the online game serveris offline unexpectedly, such as when the online game server hascrashed, and/or at other times.

In some implementations, the alternative virtual shop interface maycomprise a separate payment system compared to the virtual shopinterface accessible through the online game. In some implementations,users may utilize resource or currency balances held in their gameaccounts even while the online game server is unavailable. Thealternative virtual shop interface may offer discounted prices forvirtual items compared to the virtual shop interface accessible throughthe online game. Offering discounted rates may provide the user with apositive experience while the online game is systematically unavailable.

Administrator-selected parameters may be used to configure thealternative virtual shop interface. For example, certainadministrator-parameters may include an indication of the type ofvirtual item available for purchase through the alternative virtualshop, the associated user cost for the virtual items, when thealternative virtual shop is available to users, and/or other parametersassociated with the alternative virtual shop.

The alternative virtual shop interface may include a notification of thediscounted rates for the virtual items offered through the alternativevirtual shop compared to the virtual shop accessible through the onlinegame, providing an incentive to users to purchase virtual items.

Upon an indication that the online game server(s) has become available,the virtual items purchased by the users through the alternative virtualshop may become available to the users in the online game, such that thevirtual items purchased through the alternative virtual shop interfaceby users are reconciled with inventories of virtual items available tousers in the online game. For example, the server(s) providing access tothe online game may be configured to reconcile user accounts with thoseassociated with the server(s) providing the alternative virtual shopinterface upon an indication that the online game has become available.

In some implementations, the virtual shop interface may be available tousers matching a set of defined parameters. For example, Server(s)providing the alternative virtual shop may be configured to provide thealternative virtual shop to users having met and/or exceeded a thresholdprogress value when the online game is systematically unavailable.Server(s) providing the alternative virtual shop may be configured toprovide the alternative virtual shop to users having an indication thatthey have purchased in excess of a threshold amount of virtual currencyand/or spent in excess of a threshold amount of real world currency inthe online game may gain access to the alternative virtual shopinterface when the online game is systematically unavailable, andconfigured to not provide the alternative virtual shop to those userswho do not.

In some implementations, a system for providing virtual items to usersof a virtual world may be provided that includes two or more servers.The server(s) may be configured to communicate with one or more clientcomputing platforms according to a client/server architecture. The usersof the system may access the system and/or a virtual space (e.g., avirtual world, a game space, an online game, etc.) via the clientcomputing platforms.

The system for providing virtual items to users of a virtual world maycomprise one or more physical processors configured by computer-readableinstructions to perform various functions. The one or more physicalprocessors may be configured to execute an instance of an online game,and to facilitate user participation in the online game by effectuatingtransmission of information related to the instance of the online gameto client computing platforms on which views of the online game arepresented to users. The one or more physical processors may beconfigured to effectuate presentation of a shop interface to users inconjunction with the presentation of views of the online game, whereinthe shop interface is configured to facilitate presentations to users ofoffers to sell virtual items usable within the game in exchange forconsideration. Such consideration may include an amount of real worldcurrency and/or an amount of virtual currency exchanged by the user forvirtual items.

The system may be configured to detect if the online game issystematically unavailable to users. The online game may besystematically unavailable to users when the game has been purposefullymade unavailable to users by an administrator. For example, the onlinegame and/or the one or more server(s) providing the online game may havebeen disabled by administrator(s) for maintenance. The online game maybe systematically unavailable to users when the online game has beenmade unavailable to users due to a malfunction of the system. Forexample, the online game may be unavailable due to the malfunctioning ofthe server providing the online game, or the one or more connectionsbetween the client computing device and the server providing the onlinegame being interrupted and/or other reasons for a malfunction of thesystem.

In response to detecting that the online game is presentlysystematically unavailable, the system may be configured to effectuatepresentation of an alternative virtual shop interface to users. Thealternative virtual shop interface may be accessed over the Internetseparately from the online game. The alternative virtual shop interfacemay be configured to present to users offers to sell the virtual timesusable within the game. As such, the system may be configured to presentan alternative virtual shop interface to a first user in response todetection that the online game is presently systematically unavailableto the first user, wherein the alternative virtual shop interface may beaccessed over the Internet by the first user separately from the onlinegame.

The offers to sell virtual items may be provided in exchange for lessconsideration through the alternative virtual shop interface than theoffers to sell the virtual items through the shop interface presented inconjunction with the online game, thereby incentivizing users to acceptoffers presented in the alternative virtual shop interface. In thismanner, the online game being systematically unavailable to users of theonline game may be a more positive experience for the users and avoidloss of users who would otherwise not return to the online game.

The offers presented through the shop interface associated with theonline game may include a first offer to sell a first set of one or morevirtual items for a first consideration amount, and the offers presentedthrough the alternative virtual shop interface may include a secondoffer to sell the first set of one or more virtual items for a secondconsideration amount that is less than the first consideration amount.As such the first offer to sell virtual items to the first user throughthe alternative virtual shop interface may have a second considerationamount that is less than the first consideration amount of the offer tosell virtual items provided to the first user through the shop interfaceassociated with the online game. In this manner, the user may beincentivized to accept the second offer when the online game issystematically unavailable, thereby generating revenue for the onlinegame provider when the online game is systematically unavailable.

The virtual items purchased through the alternative virtual shopinterface may become available to a purchaser once the online gamebecomes available. For example, where the online game is provided by anonline game server and the alternative virtual shop interface isprovided by an alternative virtual shop server, the user accountassociated with the online game and managed by the online game server isreconciled with the virtual items purchased by the user through thealternative virtual shop interface, such that the virtual itemspurchased by the user through the alternative virtual shop interfacebecome available to the user in the online game.

The one or more physical processors may be configured bycomputer-readable instructions to redirect the view presented on theclient computing device and/or provide a link on the client computingdevice to the alternative virtual shop interface in response todetecting that the game is systematically unavailable. The viewpresented to the first user through the client computing deviceassociated with the first user may be automatically redirected to thealternative virtual shop interface upon a determination that the onlinegame is systematically unavailable to the first user. The view presentedto the first user through the client computing device associated withthe first user may be of a link to the alternative virtual shopinterface wherein the user may select and/or enter an indication of adesire to be directed to the alternative virtual shop interface.

The one or more physical processors may be configured bycomputer-readable instructions to facilitate entry and/or selection ofone or more parameters associated with the one or more sets of virtualitems, by an administrator. The one or parameters may include theconsideration amount associated with the virtual items. The system maybe configured to facilitate entry by the administrator of aconsideration amount for the one or more offers for the sale of virtualitems through the alternative virtual shop interface. The considerationamount for the offer to sell virtual items through the alternativevirtual shop interface may be a defined amount, or may be a setpercentage of the consideration amount for the offer to sell the same orsimilar virtual items through the shop interface associated with theonline game.

The virtual items of the offers to sell virtual items may includevirtual items usable by users in the online game. The virtual items ofthe offers to sell virtual items may include virtual currency usable bythe users in the virtual space.

These and other features, and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of “a”, “an”,and “the” include plural referents unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system for providing virtual items to users of avirtual world, in accordance with one or more implementations.

FIG. 2 illustrates a virtual shop interface associated with an onlinegame, in accordance with one or more implementations.

FIG. 3 illustrates an alternative virtual shop interface, in accordancewith one or more implementations.

FIG. 4 illustrates a method for providing virtual items to users of avirtual world, in accordance with one or more implementations.

FIG. 5 illustrates a method for providing virtual items to users of avirtual world, in accordance with one or more implementations.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 10 for providing virtual items to users of avirtual world. The system may comprise a first server 12 and a secondserver 14. The first server 12 may be configured to provide an onlinegame in a virtual space to users of the system 10 through clientcomputing platforms 16 associated with the users. The second server 14may be configured to provide other services and/or experiences to usersof the system 10. For example, second server 14 may be an alternativevirtual shop server providing users the ability to purchase virtualitems outside of the online game provided by the first server 12. Thesecond server 14 may be configured to provide information about theonline game and/or one or more users of the online game, such asstatistical information, a level of progress, and/or one or more gamemetrics without the user having to log into the online game. The servers12, 14 may be configured to communicate with each other and/or one ormore client computing platforms 16 according to one or moreclient/server architectures.

Providing the virtual space may include hosting the virtual space over anetwork 18. In some implementations, system 10 may include one or morevirtual space servers 12, one or more system servers 14, and/or othercomponents. The virtual space, or online game, server 12 may beconfigured to communicate with one or more client computing platforms 16according to a client/server architecture to provide the virtual spaceto users via the client computing platforms 16. The second server 14 maybe configured to communicate with the client computing platforms 16 uponan indication that the online game is systematically unavailable to theusers.

With reference to FIG. 2, the servers 12, 14 may be configured toexecute one or more computer program components. The computer programcomponents may include one or more of a virtual space component 24, auser component 26, a shop component 28, a server status component 30, amerge component 32, an alternative user component 38, an alternativeshop component 40, an administrator component 42 and/or othercomponents.

The user component 26 may be configured to access and/or manage one ormore user profiles and/or user information associated with users of thesystem 10. For example, user component 26 may be configured to manage afirst user account associated with a first user, and a second useraccount associated with a second user. The one or more user profilesand/or user information may include information stored by server 12,server 14, one or more of the client computing platforms 16, one or morethird party resources 20, and/or other storage locations. The userprofiles may include for example, information identifying users (e.g., ausername or handle, a number, an identifier, and/or other identifyinginformation) within the virtual space and/or online game, security logininformation (e.g., a login code or password), virtual space and/oronline game account information, subscription information, virtualcurrency account information (e.g., related to currency held in creditfor a user), relationship information (e.g., information related torelationships between users in the virtual space), virtual space and/oronline game usage information, demographic information associated withusers, interaction history among users in the virtual space and/oronline game, information stated by users, purchase information of users,browsing history of users, a client computing platform identificationassociated with a user, a phone number associated with a user, and/orother information related to users.

The space component 24 may be configured to implement the instance ofthe virtual space executed by the computer components to determine stateof the virtual space. The state may then be communicated (e.g., viastreaming visual data, via object/position data and/or other stateinformation) from server 12 to client computing platforms 16 forpresentation to users. The space component 24 may be configured executean instance of an online game playable in the virtual space, and tofacilitate user participation in the online game by effectuatingtransmission of information related to the instance of the online gameto client computing platforms 16 on which views of the online game arepresented to users. Transmission of the state may be accomplished vianetwork 18. The state determined and transmitted to a given clientcomputing platform 16 may correspond to a view for a user character inan online game being controlled by a user via the given client computingplatform 16. The state determined and transmitted to a given clientcomputing platform 16 may correspond to a location in the virtual spaceand/or online game. The view described by the state for the given clientcomputing platform may correspond, for example, to the location fromwhich the view is taken, the location the view depicts, and/or otherlocations, a zoom ratio, a dimensionality of objects, a point-of-view,and/or view parameters of the view. One or more of the view parametersmay be selectable by the user.

The instance of the virtual space and/or online game may comprise asimulated space that is accessible by users via clients (e.g., clientcomputing platforms 16) that present the views of the virtual space to auser. The simulated space may have a topography, express ongoingreal-time interaction by one or more users, and/or include one or moreobjects positioned within the topography that are capable of locomotionwithin the topography. In some instances, the topography may be a2-dimensional topography. In other instances, the topography may be a3-dimensional topography. The topography may include dimensions of thespace, and/or surface features of a surface or objects that are “native”to the space. In some instances, the topography may describe a surface(e.g., a ground surface) that runs through at least a substantialportion of the space. In some instances, the topography may describe avolume with one or more bodies positioned therein (e.g., a simulation ofgravity-deprived space with one or more celestial bodies positionedtherein). The instance executed by the computer components may besynchronous, asynchronous and/or semi-synchronous.

The above description of the manner in which state of the virtual spaceand/or online game is determined by space component 24 is not intendedto be limiting. Furthermore, the use of virtual space and online game isnot intended to be limiting. Both terms may be used either separately orinterchangeably and may refer to consistent or inconsistent items and/orconcepts. The space component 24 may be configured to express thevirtual space and/or online game in a more limited or more rich manner.For example, views determined for the virtual space representing thestate of the instance of the virtual space may be selected from alimited set of graphics depicting an event in a given place within thevirtual space. The views may include additional content (e.g., text,audio, pre-stored video content, and/or other content) that describesparticulars of the current state of the place beyond the relativelygeneric graphics. For example, a view may include a generic battlegraphic with a textual description of the opponents to be confronted.Other expressions of individual places within the virtual space arecontemplated.

Within the instance(s) of the virtual space and/or game executed byspace component 24, users may control characters, objects, simulatedphysical phenomena (e.g., wind, rain, earthquakes, and/or otherphenomena) and/or other elements within the virtual space to interactwith the virtual space and/or each other. The user characters mayinclude avatars. As used herein, the term “user character” may refer toan object (or group of objects) present in the virtual space thatrepresents an individual user. The user character may be controlled bythe user with which it is associated. The user controlled element(s) maymove through and interact with the virtual space (e.g., non-usercharacters in the virtual space, other objects in the virtual space).The user controlled elements controlled by and/or associated with agiven user may be created and/or customized by the given user. The usermay have an “inventory” of virtual goods and/or currency that the usercan use (e.g., by manipulation of a user character or other usercontrolled element, and/or other items) within the virtual space.

The users may participate in the instance of the virtual space bycontrolling one or more of the available user controlled elements in thevirtual space. Control may be exercised through control inputs and/orcommands input by the users through client computing platforms 16. Theusers may interact with each other through communications exchangedwithin the virtual space. Such communications may include one or more oftextual chat, instant messages, private messages, voice communicationsand/or other communications. Communications may be received and enteredby the users via their respective client computing platforms 16.Communications may be routed to and from the appropriate users throughone or more servers 12 (e.g., through space component 24).

The instance of the virtual space and/or the game that takes placetherein may be persistent. That is, the virtual space and/or the gamemay continue on whether or not individual players are currently loggedin and/or participating in the game. A player that logs out of thevirtual space and then logs back in some time later may find the virtualspace has been changed through the interactions of other players withthe virtual space during the time the player was logged out. Thesechanges may include changes to the simulated physical space, changes inthe player's inventory, changes in other player's inventories, changesexperienced by non-player characters, and/or other changes.

The shop component 28 may be configured to effectuate presentation of ashop interface to users in conjunction with presentation of views of theonline game, wherein the shop interface is configured to facilitatepresentations to users of offers to sell virtual items usable within thegame in exchange for consideration. Such consideration may include anamount of real world currency and/or an amount of virtual currency. Theconsideration may be exchanged, by the user, for the virtual items. FIG.3 illustrates a user interface 50 presented to users on one or moreclient computing platforms 16 (as shown in FIGS. 1 and 2), provided bythe game server(s) 12. The user interface 50 may provide arepresentation of an online game 52 to the user. Within therepresentation of the online game 52 a user may cause entry and/orselection of an indication of a desire to enter the virtual shopinterface 54. In response to an interaction by the user of the onlinegame 52, the shop component 28 may be configured to effectuatepresentation of a shop interface 54 to users in conjunction withpresentation of views of the online game wherein the shop interface 54is configured to facilitate presentations to users of offers to sellvirtual items usable within the game in exchange for consideration. Thepresentation to users of offers to sell virtual items may comprise anindication of the virtual item 62 and an indication of the consideration64 the user is required to exchange for the virtual item. For example,virtual item 62 is offered in the virtual shop 60 for an amount ofconsideration 64 equal to 10 gems. Virtual item 66 is offered to usersin the virtual shop for an amount of consideration 68 equal to 40 gems.Virtual currency may take any form, for example, virtual currency may inthe form of gems, stones, metals, credits, dollars, and/or any otherrepresentation of a virtual currency. The virtual shop component 28 maybe configured to present offers for the sale of virtual items forconsideration in the form of real currency. For example, the shopcomponent 28 may be configured to facilitate the presentation of offersto exchange real currency for virtual currency usable by the users inthe online game.

Within the presentation of the virtual shop interface 54, userinformation may be provided such as identifying information 56 of theuser and one or more attributes and/or game play metrics 58 of the user.For example, one or more attributes and/or game play metrics 58 of theuser may comprise an indication of the amount of virtual currency heldin credit for the user, an indication of the inventory of the user, anindication of levels of one or more parameters of the user, such asstrength, speed, skill, power, special abilities and/or otherparameters. The shop interface 54 may comprise one or more tabs 60. Tabs60 may be panels, views, control buttons and/or other graphicalrepresentations of one or more groupings within the virtual shop. Onetab 60 may be a tab indicating that the user may obtain virtual currencyfor using in the online game 52, other tabs may include virtual itemsthat are usable in the online game by the user. Virtual items usable inthe online game may be broken further by category or type, such asweapons, tools, clothing, food, resources and/or other virtual itemcategories within the virtual space and/or online game 52. When the shopcomponent 28 is causing the virtual shop interface 54 to present offersto users to sell virtual currency in exchange for consideration, whereinthe consideration is an amount of real currency, the shop component 28may be supported by an e-commerce component configured to facilitateobtaining real world currency from the users for the online gameprovider.

The system 10 may be configured to detect if the online game 52 issystematically unavailable to users. The online game 52 may besystematically unavailable to users when the game 52 has beenpurposefully made unavailable to users by an administrator. For example,the online game 52 and/or the one or more servers 12 providing theonline game may have been disabled by one or more administrators formaintenance. The online game 52 may be systematically unavailable tousers when the online game has been made unavailable to users due to amalfunction of the system 10 and/or game server(s) 12. For example, theonline game 52 may be unavailable due to the game server 12 providingthe online game having a malfunction or the one or more connectionsbetween the client computing device 16 and the game server 12 providingthe online game 52 being interrupted and/or other reasons.

The system 10 and/or server status component 30 may be configured todetect that the online game is presently systematically unavailable. Inresponse to detecting that the online game is presently systematicallyunavailable, the system 10 and/or the server status component 30 may beconfigured to direct client computing platforms 16 associated with usersof the online game to communicate with an alternative server, such asalternative server 14. The alternative server 14 may have one or moreprocessors 36 configured to execute one or more computer programcomponents. For example, the one or more processors 36 of thealternative server(s) 12 may be configured to effectuate execution of analternative user component 38, an alternative shop component 40, anadministrator component and/or one or more other components. Thealternative server 14 and the one or more associated processors 34 maybe configured to execute one or more computer programs in the same orsimilar manner as the game server 12.

FIG. 4 is an illustration of an alternative interface 70 in accordancewith one or more implementations. In response to a determination thatthe online game 52 is systematically unavailable to users, thealternative shop component 40 may be configured to effectuatepresentation of an alternative interface 70 such as an alternativevirtual shop interface 74 to users. The alternative interface 70 and/oralternative virtual shop interface 74 may be accessed over a network 18,such as the Internet, separately from the online game 52. In thealternative virtual shop interface 70, users may purchase virtual items(e.g., virtual goods, virtual resources, virtual currency, and/or othervirtual items) usable within the online game. The alternative interface70 may be configured to present a notification 72 to users. Thenotification 72 may present information to the users that the onlinegame is currently systematically unavailable. The notification 72 maypresent information to users of a discount and/or reduction in theamount of consideration required to be exchanged for the virtual items,thus providing a positive experience when the online game issystematically unavailable. The notification 72 may present informationto users of additional types of virtual items available through thealternative virtual shop interface 74 that are unavailable through theshop interface 54. In some implementations, users may utilize resourceor currency balances held in their game accounts even while the onlinegame server is unavailable to accept one or more of the offers presentedthrough the alternative shop interface 74.

The alternative virtual shop interface 70 may be configured to presentto users offers to sell the virtual items usable within the game. Assuch, the system 10 and/or alternative shop component 40 may beconfigured to present an alternative virtual shop 70 interface to afirst user in response to detection that the online game 52 is presentlysystematically unavailable to the first user, wherein the alternativevirtual shop interface 70 may be accessed over a network 18, such as theInternet, by the first user separately from the online game 52. Thealternative virtual shop interface 70 may be configured to present anoffer to sell virtual item 76 for an amount of consideration 78.

The offers to sell virtual items may be provided in exchange for lessconsideration through the alternative virtual shop interface 70 than theoffers to sell the virtual items through the shop interface 54 presentedin conjunction with the online game 52, thereby incentivizing users toaccept offers presented in the alternative virtual shop interface. Forexample, virtual item 62 offered through the shop interface 54 for anamount of consideration 64 equaling twenty gems is offered through thealternative virtual shop interface as virtual item 76 for an amount ofconsideration equaling sixteen gems, thereby giving the user a 20%discount in the cost of the virtual item. The virtual shop interface 74may comprise one or more discount notifications associated with offersto sell virtual items. For example, virtual item 76 having aconsideration amount 78 less than consideration amount 64 for virtualitem 62, wherein virtual items 76 and 62 are the same, may have anindication 86 of the difference between alternative consideration amount78 and the consideration amount 64 when the game is available.

The alternative virtual shop interface 74 may be configured to provideoffers to users to purchase virtual currency in exchange for an amountof consideration wherein the consideration is real world currency.Virtual currency obtained through the alternative virtual shop interface74 may be provided at a discount compared to the virtual currencyoffered through the shop interface 54 in conjunction with the onlinegame 52.

The offers presented through the shop interface 54 associated with theonline game 52 may include a first offer to sell a first set of one ormore virtual items 62 for a first consideration amount 64 and the offerspresented through the alternative virtual shop interface 74 may includea second offer to sell the first set of one or more virtual items 76 fora second consideration amount 78 that is less than the firstconsideration amount 64. As such the second offer to sell virtual items62 to the first user through the alternative virtual shop interface 74may have a second consideration amount 78 that is less than the firstconsideration amount 62 of the offer to sell virtual items provided tothe first user through the shop interface 54 associated with the onlinegame 52. In this manner, the user may be incentivized to accept thesecond offer when the online game is systematically unavailable, therebygenerating revenue for the online game provider when the online game issystematically unavailable.

The alternative virtual shop interface 74 may comprise the same elementsas the shop interface 54 presented in conjunction with the online game52. For example, the alternative virtual shop interface 74 may compriseinformation 80 about the user. User information may be provided such asidentifying information 80 of the user and one or more attributes and/orgame play metrics 82 of the user. For example, one or more attributesand/or game play metrics 82 of the user may comprise an indication ofthe amount of virtual currency held in credit for the user, anindication of the inventory of the user, an indication of levels of oneor more parameters of the user, such as strength, speed, skill, power,special abilities and/or other parameters. The alternative virtual shopinterface 74 may comprise one or more tabs 84. Tabs 84 may be panels,views, control buttons and/or other graphical representations of one ormore groupings within the virtual shop. One tab 84 may be a tabindicating that the user may obtain virtual currency for using in theonline game 52 Other tabs may include virtual items that are usable inthe online game by the user. Virtual items usable in the online game maybe broken further by category or type, such as weapons, tools, clothing,food, resources and/or other virtual item categories within the virtualspace and/or online game 52. When the alternative shop component 40 iscausing the virtual shop interface 74 to present offers to users to sellvirtual currency in exchange for consideration, wherein theconsideration is an amount of real currency, the alternative shopcomponent 40 may be supported by an e-commerce component configured tofacilitate obtaining real world currency from the users for the onlinegame provider.

The alternative user component 38 may be configured to manage one ormore alternative user accounts of the users of the online game. Thealternative user accounts may be configured to store an inventory of theusers of the online game. The alternative user accounts may comprise thesame or similar information as the user accounts managed by the usercomponent 26 described above. An indication of the virtual itemspurchased through the alternative virtual shop interface 74 may bestored in the alternative user accounts associated with the usersmanaged by the alternative user component 38. For example, thealternative user accounts managed by the alternative user component 38may include a first alternative account associated with a first user anda second alternative account associated with a second user.

The virtual items purchased through the alternative virtual shopinterface 74 may become available to the user once the online game 52 isno longer systematically unavailable. For example, where the online game52 is provided by an online game server 12 and the alternative virtualshop interface 74 is provided by an alternative server 14, the useraccount associated with the online game and managed by the online gameserver 12 may be reconciled with the virtual items purchased by the userthrough the alternative virtual shop interface 74, such that the virtualitems purchased by the user through the alternative virtual shopinterface become available to the user in the online game 52 once theonline game 52 is no longer systematically unavailable.

While FIG. 2 illustrates the merge component 32 being initiated andimplemented by the online game server 12, the merge component 32, may beimplemented by one or more of the game server 12, the alternative server14, client computing devices 16 and/or other computing components in thesystem 10. The functions of the merge component 32 may be performed bythe user component 26, the alternative user component 38 and/or othercomponents in any or all of the computing devices of system 10. Themerge component 32 may be configured to reconcile the user accountsmanaged by the user component 26 with the alternative user accountsmanaged by the alternative user component 38. For example, upon anindication that the online game 52 is no longer systematicallyunavailable, the merge component 32 may update the first user account ofthe first user managed by the user component 26 with the virtual itemsobtained by the first user through the alternative virtual shopinterface 74 and stored in the first alternative user account managed bythe alternative user component 38.

While the online game is available to users, the merge component 32 maybe configured to maintain the alternative user accounts managed by thealternative user component 38 updated with the information associatedwith the users of the online game. When the online game 52 issystematically unavailable a record of the current status of the userwill be maintained in the alternative user accounts. In this manner,when the users are presented with the alternative virtual shop interface74 they will have a complete, or nearly complete, record of status oftheir user accounts, enabling them to view their current inventories.Users may be able to exchange individual ones or groups of ones ofvirtual items in their inventories for other virtual items through thealternative virtual shop interface 74.

The one or more physical processors 22, 36 may be configured bycomputer-readable instructions to redirect the view presented on theclient computing device 16 and/or provide a link on the client computingdevice 16 to the alternative virtual shop interface 74, in response todetecting that the online game 52 is systematically unavailable. Theview presented to the first user through the client computing device 16associated with the first user may be automatically redirected to thealternative virtual shop interface 74 upon a determination that theonline game 52 is systematically unavailable to the first user. The viewpresented to the first user through the client computing device 16associated with the first user may be of a link to the alternativevirtual shop interface 74 wherein the user may select and/or enter anindication of a desire to be directed to the alternative virtual shopinterface 74.

The one or more physical processors 22, 36 may be configured bycomputer-readable instructions and/or the administrator component 42 maybe configured to facilitate entry and/or selection of one or moreparameters associated with the one or more sets of virtual items by anadministrator. The one or parameters may include the considerationamount associated with the virtual items. The system 10 and/oradministrator component 42 may be configured to facilitate entry by theadministrator of a consideration amount for the one or more offers forthe sale of virtual items through the alternative virtual shop interface74. The consideration amount for the offer to sell virtual items throughthe alternative virtual shop interface 74 may be a defined amount or maybe a set percentage of the consideration amount for the offer to sellthe same or similar virtual items through the shop interface associatedwith the online game. The virtual items of the offers to sell virtualitems may include virtual items usable by users in the online game 52.The virtual items of the offers to sell virtual items may includevirtual currency usable by the users in the online game 52.

The online game server 12, the alternative server 14, client computingplatforms 16 and/or external resources 20 may be operatively linked viaone or more electronic communication links. For example, such electroniccommunication links may be established, at least in part, via a network18 such as the Internet and/or other networks. It will be appreciatedthat this is not intended to be limiting, and that the scope of thisdisclosure includes implementations in which servers 12 and 14, clientcomputing platforms 16 and/or external resources 20 may be operativelylinked via some other communication media.

A given client computing platform 16 may include one or more processorsconfigured to execute computer program components. The computer programcomponents may be configured to enable an expert or user associated withthe given client computing platform 16 to interface with system 10and/or external resources 20 and/or provide other functionalityattributed herein to client computing platforms 16. By way ofnon-limiting example, the given client computing platform 16 may includeone or more of a desktop computer, a laptop computer, a handheldcomputer, a tablet computing platform, a NetBook, a Smartphone, a gamingconsole, and/or other computing platforms.

The external resources 20 may include sources of information, hostsand/or providers of virtual environments outside of system 10, externalentities participating with system 10 and/or other resources. In someimplementations, some or all of the functionality attributed herein toexternal resources 20 may be provided by resources included in system10.

The game server 12 may include electronic storage 34, one or moreprocessors 22 and/or other components. The alternative server 14 mayinclude electronic storage 44, one or more processors 34 and/or othercomponents. The components of game server 12 may be the same or similarto the components of alternative server 14. The servers 12 and 14 mayinclude communication lines, or ports to enable the exchange ofinformation with a network 18 and/or other computing platforms.Illustration of servers 12 and 14 in FIG. 2 is not intended to belimiting. The servers 12 and 14 may include a plurality of hardware,software and/or firmware components operating together to provide thefunctionality attributed herein to servers 12 and 14. For example,servers 12 and 14 may be implemented by a cloud of computing platformsoperating together as servers 12 and 14.

Electronic storage 34 and 44 may comprise electronic storage media thatelectronically stores information. The electronic storage media ofelectronic storage 34 and 44 may include one or both of system storagethat is provided integrally (i.e., substantially non-removable) withservers 12 and 14 and/or removable storage that is removably connectableto servers 12 and 14 via, for example, a port (e.g., a USB port, afirewire port, etc.) or a drive (e.g., a disk drive, etc.). Electronicstorage 34 and 44 may include one or more of optically readable storagemedia (e.g., optical disks, etc.), magnetically readable storage media(e.g., magnetic tape, magnetic hard drive, floppy drive, etc.),electrical charge-based storage media (e.g., EEPROM, RAM, etc.),solid-state storage media (e.g., flash drive, etc.) and/or otherelectronically readable storage media. The electronic storage 34 and 44may include one or more virtual storage resources (e.g., cloud storage,a virtual private network and/or other virtual storage resources).Electronic storage 34 and 44 may store software algorithms, informationdetermined by processors 22 and 36, information received from servers 12and 14, information received from client computing platforms 16, and/orother information that enables servers 12 and 14 to function asdescribed herein.

Processor(s) 22 and 36 are configured to provide information processingcapabilities in servers 12 and 14, respectively. As such, processors 22and 36 may include one or more of a digital processor, an analogprocessor, a digital circuit designed to process information, an analogcircuit designed to process information, a state machine and/or othermechanisms for electronically processing information. Althoughprocessors 22 and 36 are shown in FIG. 2 as a single entity in eachserver 12 and 14, this is for illustrative purposes only. In someimplementations, processors 22 and 36 may include a plurality ofprocessing units. These processing units may be physically locatedwithin the same device, or processors 22 and 36 may represent processingfunctionality of a plurality of devices operating in coordination. Theprocessors 22 and 26 may be configured to execute components 24, 26, 28,30, 32, 37, 40, 42 and/or other components. Processors 22 and 36 may beconfigured to execute components 24, 26, 28, 30, 32, 37, 40, 42 and/orother components by software, hardware, firmware, some combination ofsoftware, hardware and/or firmware and/or other mechanisms forconfiguring processing capabilities on processor 22 and 36.

It should be appreciated that although components 24, 26, 28, 30, 32,37, 40, 42 and/or other components are illustrated in FIG. 2 as beingco-located within processing units 22 and 36, in implementations inwhich processors 22 and 36 include multiple processing units, one ormore of components 24, 26, 28, 30, 32, 37, 40, 42 and/or othercomponents may be located remotely from the other components. Thedescription of the functionality provided by the different components24, 26, 28, 30, 32, 37, 40, 42 and/or other components described hereinis for illustrative purposes, and is not intended to be limiting, as anyof components 24, 26, 28, 30, 32, 37, 40, 42 and/or other components mayprovide more or less functionality than is described. For example, oneor more of components 24, 26, 28, 30, 32, 37, 40, 42 and/or othercomponents may be eliminated, and some or all of its functionality maybe provided by other ones of components 24, 26, 28, 30, 32, 37, 40, 42and/or other components. As another example, processors 22 and 36 may beconfigured to execute one or more additional components that may performsome or all of the functionality attributed below to one of components24, 26, 28, 30, 32, 37, 40, 42 and/or other components.

FIG. 5 illustrates a method 90 for providing virtual items to users of avirtual world. The operations of method 90 presented below are intendedto be illustrative. In some embodiments, method 90 may be accomplishedwith one or more additional operations not described, and/or without oneor more of the operations discussed. Additionally, the order in whichthe operations of method 90 are illustrated in FIG. 5 and describedbelow is not intended to be limiting.

In some embodiments, method 90 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 90 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware and/or software to be specifically designed forexecution of one or more of the operations of method xx.

At an operation 92 whether an online game is available to users may bedetermined. Such operations may be performed by a server statuscomponent, such as server status component 30 in accordance with someimplementations.

At an operation 94 in response to a determination at operation 92 thatthe online game is available to users, an instance of the online gamemay be implemented. Such operations may be performed by a spacecomponent, such as space component 24, in accordance with someimplementations.

At an operation 96 presentation of a shop interface to users may beeffectuated in conjunction with presentation of views of the onlinegame. Such operations may be performed by a shop component and/or aspace component, such as shop component 28 and space component 24, inaccordance with some implementations.

At an operation 98, in response to a determination at operation 92 thatthe online game is systematically unavailable to users, presentation ofan alternative virtual shop interface accessed separately from theonline game is effectuated. Such operations may be performed by analternative shop component, such as alternative shop component 40, inaccordance with some implementations.

At an operation 100 whether an online game is available to users may bedetermined. Such operations may be performed by a server statuscomponent, such as server status component 30, in accordance with someimplementations.

At an operation 102, in response to a determination at operation 100that the online game is available to users, the user accounts associatedwith the users of the online game are reconciled with the alternativeuser accounts associated with the users, such that the virtual itemsobtained by users through the alternative virtual shop interface becomeavailable to the users in the online game. Such operations may beperformed by a merge component, such as merge component 32, inaccordance with some implementations.

Although the present technology has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the technology isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. For example, it isto be understood that the present technology contemplates that, to theextent possible, one or more features of any implementation can becombined with one or more features of any other implementation.

What is claimed is:
 1. A system for providing virtual items to users ofan online game, wherein the users are presented with one or more shopinterfaces that facilitate selling virtual items usable within theonline game in exchange for amounts of one or more currencies, whereinthe virtual items include a particular virtual item offered for purchasein exchange for a particular amount of the one or more currencies, thesystem comprising: one or more physical processors configured bycomputer-readable instructions to: receive information regarding adetection that the online game is presently systematically unavailableto the users; and subsequent to receiving the information regarding thedetection that the online game is presently systematically unavailableto the users, effectuate presentation of at least one of the one or moreshop interfaces to the users via the client computing platforms, whereinthe presentation presents to the users one or more offers to purchasethe virtual items usable within the online game in exchange for one ormore amounts of the one or more currencies, wherein a particular offerto purchase the particular virtual item is presented in exchange for asecond amount of the one or more currencies, wherein the second amountis less than the particular amount.
 2. The system of claim 1, whereinthe one or more physical processors are further configured bycomputer-readable instructions to detect whether the online game ispresently systematically unavailable to the user.
 3. The system of claim1, wherein the users are associated with client computing platforms, andwherein the one or more physical processors are further configured to:execute an instance of the online game; and facilitate participation ofthe users by effectuating transmission of information related to theinstance of the online game to the client computing platforms on whichviews of the online game are presented to the users.
 4. The system ofclaim 1, wherein the one or more physical processors are furtherconfigured to: effectuate the presentation of the one or more shopinterfaces to users in conjunction with presentation of views of theonline game.
 5. The system of claim 1, wherein when the online game ispresently systematically unavailable to the users, the online game hasbeen purposefully made presently systematically unavailable to the usersby an administrator.
 6. The system of claim 1, wherein when the onlinegame is presently systematically unavailable to the users, the onlinegame has been made presently unavailable due to a malfunction.
 7. Thesystem of claim 4, wherein the one or more offers include a first offerto purchase a first set of one or more virtual items for a first amountof currency.
 8. The system of claim 1, wherein the virtual itemspurchased during a period of the online game being systematicallyunavailable become available to a purchaser once the online game is nolonger systematically unavailable.
 9. The system of claim 2, wherein theone or more physical processors are further configured bycomputer-readable instructions to redirect the view presented on theclient computing device and/or provide a link one the client computingdevice to the one or more shop interfaces, responsive to detecting thatthe online game is presently systematically unavailable.
 10. The systemof claim 1, wherein the one or more physical processors are furtherconfigured by computer-readable instructions to facilitate entry and/orselection of one or more parameters associated with one or more sets ofvirtual items, by an administrator.
 11. The system of claim 10, whereinthe one or more parameters may include a specific amount of currencyassociated with the one or more sets of virtual items.
 12. The system ofclaim 1, wherein the virtual items include virtual currency usable inthe virtual space by the users.
 13. A method for providing virtual itemsto users of an online game, wherein the users are presented with one ormore shop interfaces that facilitate selling virtual items usable withinthe online game in exchange for amounts of one or more currencies,wherein the virtual items include a particular virtual item offered forpurchase in exchange for a particular amount of the one or morecurrencies, and wherein the method is performed by one or more physicalprocessors, the method comprising: receiving information regarding adetection that the online game is presently systematically unavailableto the users; and subsequent to receiving the information regarding thedetection that the online game is presently systematically unavailableto the users, effectuating presentation of at least one of the one ormore shop interfaces to the users via the client computing platforms,wherein the presentation presents to the users one or more offers topurchase the virtual items usable within the online game in exchange forone or more amounts of the one or more currencies, wherein a particularoffer to purchase the particular virtual item is presented in exchangefor a second amount of the one or more currencies, wherein the secondamount of currency is less than the particular amount.
 14. The method ofclaim 13, further comprising: detecting whether the online game ispresently systematically unavailable to the user.
 15. The method ofclaim 13, wherein the users are associated with client computingplatforms, the method further comprising: executing an instance of theonline game; and facilitating participation of the users by effectuatingtransmission of information related to the instance of the online gameto the client computing platforms on which views of the online game arepresented to the users.
 16. The method of claim 13, further comprising:effectuating the presentation of the one or more shop interfaces tousers in conjunction with presentation of views of the online game. 17.The method of claim 13, wherein when the online game is presentlysystematically unavailable to the users, the online game has beenpurposefully made presently systematically unavailable to the users byan administrator.
 18. The method of claim 16, wherein the one or moreoffers include a first offer to purchase a first set of one or morevirtual items for a first amount of currency.
 19. The method of claim14, further comprising redirecting the view presented on the clientcomputing device and/or providing a link on the client computing deviceto the one or more shop interfaces, responsive to detecting that theonline game is presently systematically unavailable.
 20. The method ofclaim 13, further comprising facilitating entry and/or selection of oneor more parameters associated with one or more sets of virtual items, byan administrator.